Difference between revisions of "Tajaran Minor Religions"

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===Raskariim===
===Raskariim===


Raskariim, commonly known as The Cult of Raskara, is a prolific cult on Adhomai. The religion was founded on Adhomai around the same time as the worship of the Twin Suns. While Raskara may seem like a single deity it is in fact split into three aspects, each one leading down a different path and seemingly every path subverting something S'rendarr and Messa stands for.
Raskariim, commonly known as The Cult of Raskara, is a prolific cult on Adhomai. The religion was founded around the same time as the worship of the Twin Suns. While Raskara may seem like a single deity it is in fact split into three aspects, each one leading down a different path and every path subverting something S'rendarr and Messa stand for.
           
Calling it a cult is in a way a tongue-in-cheek joke for most members; truly the most numerous members of this "cult" are not cultists at all. They are merely rebels, punks, and other subversive elements who wish to go against the mold. The history and background of Raskara provided an excellent way to evoke themselves on the conscience of the Tajara people as something new and something to be afraid of.  Clubs and underground metro stations have become the usual hangout for these sorts of people, with the "Lock and Key" club located in Crevus being the most popular. However, unbeknownst to most, there may be a true evil lurking beneath the cover of an anti-establishment movement.


These cults are not against the law per se but the common practices and lives these cultists live usually result in their arrest on other charges. The rural countryside is a different story as very often these discovered cultists will see themselves end up in a noose strung up by the overzealous villagers. The Parivara titles the Raskariim as heretics of the highest degree and warns that they should be cleansed, re-educated, or eliminated as soon as possible. The recent changes in government and public opinion on working camps have greatly impeded this effort and resulted in a larger amount of Tajara assigning themselves to this group, simply because they hold anti-governmental sentiments, are fans of Bloodstorm, or are rebellious. This is also beginning to change how the general public views them, as the group is being diluted by more “normals” and transforming into a movement rather than a religion.  
Calling it a cult is in a way a tongue-in-cheek joke for most members; truly the most numerous members of this "cult" are not cultists at all. They are merely rebels, punks, and other subversive elements who wish to go against the mold. The history and background of Raskara provided an excellent way to imprint themselves on the conscience of the Tajara people as something new and something to be afraid of. Clubs and underground metro stations have become the usual hangout for these sorts of people, with the "Lock and Key" club located in Crevus being the most popular. However, unbeknownst to these rebellious youths, there may be a true evil lurking beneath the cover of an anti-establishment movement.


There are 2300 registered members on Adhomai but there are speculations on how many unregistered members exist, with many of them under arrest or active watch. Even the famous Vargir Stenovich, the lead singer of the band “Skaam’chirr” (Bloodstorm), identifies himself as a Raskara cultist. However, the history of Raskariim is much richer than the usual common Tajara would know. It is rumored that there is a deeper hidden layer to this semi-religious movement, but any attempts by the authorities to investigate are strangely impeded by mysterious happenstances.
The cults are not against the law per se but the practices and lives these cultists lead usually result in their arrest on other charges. The rural countryside is much harder to police, and those caught usually receive mob justice, be it rebellious youth or genuine cultists. The Parivara titles the Raskariim as heretics of the highest degree and warns that they should be cleansed, re-educated, or eliminated as soon as possible. The recent changes in government and public opinion on working camps have greatly impeded this effort and resulted in a larger amount of Tajara affiliating with this group. The public was becoming more tolerant towards the Raskariim as they were becoming more of an anti-establishment group, however, with the [[Bad Moon on the Rise Arc|recent events]] transpiring in Tau Ceti, these efforts were impeded. Many of the more “moderate” members stopped associating with the cult altogether instead of making their own, smaller, less extreme groups.
 
There are currently 5230 registered members on Adhomai but the number of unregistered cultists might number in the tens of thousands. The famous Vargir Stenovich, the lead singer of the band “Skaam’chirr” (Bloodstorm), identifies himself as a Raskara cultist, a claim which has recently been one of the many reasons why his band has been expelled by all governments of Adhomai, he currently resides in Tau Ceti.


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===The True Cult===
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'''ATTENTION! While playing a Raskariim, even a real Raskariim, is fine. This does not give you an excuse to self-antag. You still need to follow the rules.'''


While most Tajara see Raskariim as rowdy teens, washed-up alcoholics, or societal losers with an axe to grind, the truth is much more sinister. Behind the general population that calls themselves the Raskariim, there hides a very real cult that worships the moon’s presence. While believing in magic and rituals is nothing out of the ordinary on Adhomai, the Raskariim rituals often involve other illegal activities, such as murder, drug trafficking, or homosexual fast dancing.
While the top officials are aware of this cult, the general consensus is that outside of the occasional kidnapping or murder, they are a minimal threat and that alerting the public would cause more damage than good, to the fractured Adhomai communities. While one would think the events in Tau Ceti would have sparked a mass wave of arrests, the opposite is true. As it would seem, the Adhomai governments are quite fine with the Raskariim operating on foreign soil. Thus, the only pursuers the Raskariim face as the Kin of S’rrendar, who, for their very loud ways, face hindrance from governments every step of the way.
While there is no official hierarchy in the Raskariim safe for the god Raskara, which is most likely a symbolic role, the cult is split into three groups. These groups seem to be fluid, sometimes members move from one group to another, sometimes they infight, sometimes they cooperate, and other times they operate independently. While a considerable amount of funds has been invested into intelligence gathering, scarce little is known about these groups, or how they operate.
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====Door and Key====
====Door and Key====
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''“Officer she had not meant it, they must understand, one works and works the husband comes home late and tired, the kids they scream all day, well how is a poor Tajara housewife supposed to unwind?”'' – confession of Inika Zizer, convicted of adultery in the summer of 2444.
[[File:Raskara key.png|frameless|center]]
''“Officer she had not meant it, they must understand, one works and works the husband comes home late and tired, and the kids scream all day, well how is a poor Tajara housewife supposed to unwind?”'' – confession of Inika Zizer, convicted of adultery in the summer of 2444.


Drinking, eating, drug-taking, and zero restraint in regards to anything and everything, it’s the most tempting aspect as it eats away at one's decency and undermines the basics of S'rendarrand Messa. Door and Key aspects unlock the forbidden pleasures, leading one down a slippery slope as they partake in more and more vices. A single drink leads to a whole bottle, a small bite to a whole meal, and a single cigarette to Venusian ecstasies. The further one goes the harder it is to go back until eventually, they realize the only way to satiate their normalcy is to drag others down with them hoping to corrupt them to a similar state they find themselves in.
Drinking, eating, drug-taking, and zero restraint in regard to anything and everything, its the most tempting aspect as it eats away at one's decency and undermines the basics of morality. The Door and Key aspect is the most numerous one in regards to members, but this is due to the fact that many members don’t actually know they are part of it. Their rituals take the form of wild dances, copious drinking, and long drug-fueled trips. The fall into the hands of this cult is gradual, and then sudden. Many unaware members end up as chewed-up husks, barely aware, living from event to event. One bottle leads to a keg, a simple cigarette leads to Venusian ecstasy, and one dance leads to a blood ritual. Eventually, these people end up pulling others into this whirl, wanting to share this feeling with others and inadvertently dooming them to eventual deadly burnout.
This cult can be found in many ‘normal’ locations, simple bars, taverns, circuses, and nightclubs are popular areas. This serves as an excellent cover for the true intents of the “inner cabal” members. Thus while these clubs are the ones most often “busted” by the police and investigators, they’re also the ones who tend to reappear the most often. Usually, the members caught are naught but simple party-goers or surface-level initiates and so the party goes on.
 
The few members that seem fully aware of the goings-on usually pass off as sellers, club associates, VIPs, band members, and other socialite figures, never fully taking charge or ownership but taking full charge of the tempo, dance, drinks, food, and other things. Yet these dens tend to be the shortest-lived, as these clubs are easy to find and thus easy to shut down, usually for other illegal activities. Yet, these members always seem to slink away at the correct time, fading away like mist, as if their physical forms were not fully there. Like parasites, they jump from club to club, moving on once they’ve had their fill. The only exception is the club called The Lock in the city of Crevus, which seems to reappear no matter how many times it is shut down.


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''“…so he delivered the package and the next day he woke up with his debt gone. Of course, after that, I had to deposit 200 credits into a different account but thanks to that his wife got her medicine which the doctors said she couldn’t get! But he had to change jobs for his own job to be worked by someone else and then move houses so another could solve the issue with the car and then he, he realized he was living the life of someone else.”''
''“…so he delivered the package and the next day he woke up with his debt gone. Of course, after that, I had to deposit 200 credits into a different account but thanks to that his wife got her medicine which the doctors said she couldn’t get! But he had to change jobs for his own job to be worked by someone else and then move houses so another could solve the issue with the car and then he, he realized he was living the life of someone else.”''
- confession of Iliy Al-Tahara, convicted of driving a car without a license in the summer of 2460.
- confession of Iliy Al-Tahara, convicted of driving a car without a license in the summer of 2460.


How many times have we wanted to trade our lives with someone else, how many times did you want your issues to go away, how many times did you want those who you love to get what they need? This aspect entertains that idea, like a maggot it feeds on the corpse of your life while you fall into the grave of another, avoiding the cycle of Life and Death that S'rendarr and Messa provide. The initiates of this aspect differ from the first one in the fact that they usually seek out contact themselves. No one knows how exactly this is done, and even the members who are arrested haven’t the slightest idea.
Precious little information is known about this aspect, and outside of their general pattern, much remains a mystery. Similar to the previous aspect, most members seem to be unaware of their membership, or, at least, not aware of how deep their membership goes. But in a sense, it is this cult that requires the most participation from its members. The story is always the same, a Tajara does a small favor for a group that promises to help him out of his issues, something like delivering a package. Once that package is delivered, the person is indeed cured of their ailments, be it work, health, or family, it seems nothing is beyond fixing to this group. However, the Tajara then finds that the package was transporting a bomb and he is now in deep trouble, the blackmail begins and the Tajara is sent on worse and worse errands, each of which carries a reward or a threat. Yet this charade never lasts forever and this pyramid scheme tends to collapse on those participating. Frequently, the investigators find out that while the errand runners would never meet each other, they would frequently be the ones running those errands for each other, creating a strange cycle of assistance and sabotage.
The initial steps are always described similarly, deliver a certain package to a certain place without asking any questions, and you will get what you desire. Of course, the bigger the request the bigger the package. All members describe this as a spiral as they are required to do more and more dangerous and difficult tasks as payment. This is due to the fact that delivering the previous package usually has some undesired effect as a result of how arduous the task was, leading to a sort of pyramid scheme that eventually collapses in on itself.
 
Despite the many times these practices have been uncovered, the chain always seems to reset itself not long after, suggesting some sort of structure at the top which benefits off of this racket and perpetuates it.
For the organizers, this means continued freedom and no real trail leading back to them. Like maggots after they’re done feasting, they transform into flies and flee the scene. The little intel available usually reveals that members tend to masquerade as loan sharks, bankers, members of the clergy, and even government officials, in general, those one would expect to come to for help. Strangely enough, from time to time Tajara that have been photographed or identified as members are arrested. Yet upon arrest, they’re usually unaware of anything happening and oftentimes have a very strong alibi. Rumors have started circulating about “face stealing”, but the truth is they’re most likely using masks and identity theft to disguise themselves.
Members of this aspect usually understand what they got themselves into, but haven’t the slightest idea of who or to whom these packages go. Those that try to find out are usually never seen again.


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''“He saw him in the mirror, the stranger, the Tajara who was standing on the horizon. He knew the stranger wanted to hurt his family so of course, he had to hide them! He had to or else the stranger would get them!”'' – confession of Mirin Il-Basil, convicted of kidnapping and unlawfully holding his family in the basement of their house for five years in the winter of 2420.
[[File:Raskara mirror.png|frameless|center]]
''They aren’t going to get much from him, he went upstairs as always, he knocks, the Rafamabrain owes him rent for the last three months, he busts in, nobody inside, empty, just weird writing all over the walls.”'' – confession of Mirin Il-Basil, detained for questioning during an investigation into electronic theft 2443.


Not much of a cult as an urban myth associated with Raskara. Rarely taken seriously, it can be considered more of a fad popular with extranet weirdos and teenagers looking to showcase how brave they are to their peers. There are many extranet videos, “spookybreads” and analysis videos on the extranet showcasing this ritual to be nothing but a myth; but if one were to conduct it, it goes as thus.
While the previous cults have precious little about them, the cult of The Black Mirror is truly enigmatic. Unlike other groups, there doesn’t seem to be a common identifier and the authorities struggle to link members to each other. The most common sign of their activity is when one or more Tajara go missing in the neighborhood, their residences usually filled with occult books, charms, and scrawlings on the walls. The only link known is a reputed “Black Glassed Mirror”, which is a ritual frequently circulated on online message boards as a “Spookybread”. Alongside frequent mentions of a “Mirror through which The Stranger gazes and speaks”, it is most likely that this cult has a significant online presence. Authorities have concluded that the likeliest suspects are hackers, with the “Black Mirror” being a metaphor for computer screens.
The ritual performer needs to find a mirror made from sand off of Adhomai. They must then paint the mirror black, using the ashes from burnt S'rendarr’s Hand and Messa’s tear mixed with tar. Then they must shatter the mirror after it is painted, and that is when the game begins. It is said that whoever shattered the mirror will see a strange figure in every reflection, those reflections turned nightmarishly grey and barren as if covered in ashes. The one who shattered the mirror must avoid all reflections at any cost as the stranger gets closer each time he spots them. To succeed, it is said one must avoid the stranger for a year. If they succeed it is said they will get a wish, or a fortune, or an initiation into the deeper occult; stories vary from version to version. One thing they all share in common is a reference to an infamous case in 2455, where an entire class with the exception of the teacher disappeared into thin air. The only clues being a shattered black mirror, seemingly the leftovers of the aforementioned ritual. The teacher was arrested on the account of being the only adult present there, but he testified that he had only gone out to get more snacks for the sleepover his class was having in the school.
 
Only a few know what happened since they managed to avoid that fate themselves.
Thus the main group’s authorities are instructed to look out for are techies. Hackers, researchers, librarians, and in general those who have access to computers and a drive for knowledge. Still, the question remains why black-tinted mirror shards are found in these apartments. Or why these missing members show up from time to time, in reflections or camera feeds.
[[Chaniska Reports|The Chaniska Reports]]
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==The Suns War of Harr'masir==
===Njarir'Akhran Worship===
 
The Njarir'Akhran Worship is considered an extinct religion based on the adoration of the Adhomian monarchs and their lineage as divine beings or avatars of the Tajaran Gods. The faith's origins can be traced back to the Tajaran pre-history when the ruling class was treated as holy. Njarir'Akhran Worship reached its peak during the rule of the Dirrnavirr'Almalik dynasty. Temples and statues were erected all across southern Ras'nrr to celebrate the avatars of the Suns. Sacrifices and games were hosted during holidays to honor the God-kings. The faith's hegemony came to an end with the Migration Period and the ascension of the Church of S'rand'marr, which some claim originated from Njarir worship.
 
Njarir'Akhran Worship would resurface again during the late Gunpowder age. Taking inspiration from the ancient God-Kings, some ambitious kings claimed to be the manifestations of the Gods. While this caused an uproar among the religious authorities of the time, these claims were deemed to be nothing but another eccentric act of the decadent nobility by the population. Unlike the ancient version, veneration was limited to sumptuous ceremonies proclaiming the monarch’s bloodline to be holy and the construction of large mausoleums to safeguard their bodies for an eventual return. More faithful and reasonable rulers would usually condemn the consecration of their bloodlines upon ascension to the throne. Some dynasties have been sanctified and unsanctified several times throughout the generations. Ultimately, Njarir'Akhran Worship in this period was a sporadic phenomenon linked to the increasing abuses and megalomania of the nobility. The faith slowly declined until it was finally destroyed by the First Revolution. The massacre of most of the nobility proved to all of Adhomai that the Njarir'Akhran were not Gods.
 
All that remains nowadays of the Njarir'Akhran Worship are ruins, hidden tombs, and surviving religious texts. However, the tradition of associating popular figures - such as [[Notable Tajara#Supreme Commander Halkiikijr Nated'Hakhan|Nated]], [[Notable Tajara#Commander Kyff Hotak|Hotak]], and [[Notable Tajara#Commander Kahan Hro'rammhad|Hro'rammhad]] - with deities is still alive.
 
===Krizamiraeism===
 
Krizamiraeism is an ancient Tajara religion that originated in the Adhomian Pre-History. Unlike Ma’ta’ke and the church of S'rand'marr, Krizamiraeans did not believe that the Suns were deities. Instead, the sect believed that Adhomai was a prison built in a lower plane by malicious figures that would manifest themselves in the sky as the S’rendarr and Messa. The Tajara were considered to be higher beings, also known as Krizamir, that were captured by the two mischievous false deities and trapped in limited physical bodies. Krizamiraeism preached the material world as purposedly built to torture and mislead its inhabitants. Escaping to elevated planes was the main pursuit of the followers of this faith; something that was only thought possible through a secret magical ritual.
 
Krizamiraeans would study mystical texts, travel around to speak with other faithful, and lead ascetic lifestyles in search of the fabled ritual. Most of their ceremonies involved large gatherings to discuss their findings and perform sacrifices during the practice of magic. Because of their instance towards the Suns, they were violently persecuted after the rise of the Incarnate. As their number dwindled, the Krizamiraeans would become more recluse and paranoid. The communal assemblies were replaced by recluse Tajara studying in private and refusing to share anything with their peers. Later writings would claim that the Njarir’Akhran were agents of the Suns sent to stop anyone from escaping Adhomai.
 
After centuries of persecution, Krizamiraeism vanished during the early Gunpowder Age. Its existence is only known through texts preserved in the libraries of Sana Sahira and Olska. Despite their fate, Krizamiraeans' ideas and interest in magic would influence mystics and occultists throughout history.
 
==Myths and Mythological Beings==
 
*'''Saba Yarra:''' a mythical old Tajara woman, usually depicted as wrapped in heavy furs and walking on thin stilts the height of trees. She was a popular folkloric figure who marked the shifting of seasons, as at the end of winter a pyre would be assembled in the village, upon which an effigy in her likeness would be burned. She is usually described as a malevolent entity that would capture children who strayed into the woods and steams them in her cooker. A village in the [[Democratic People's Republic of Adhomai#Din'akk Mountains|Din'akk Mountains]] wishes to create an official faith around her, as they claim she is a deity within their forests. This suggestion has been repeatedly denied, much to the dismay of the souvenir sellers.
[[File:Crpyid.png|300px|thumb|Supposed photo of the S'mara. Currently residing in Nal'Tor Museum of Mystery.]]
 
*'''S'Mara (The Orphan):''' a vengeful spirit appearing in Adhomai folklore and stories dating back many centuries. She is always described as a one-handed young girl, with a black-bladed tool of some kind. In all her stories, she appears as a pursuer, hunting down oathbreakers and traitors of all kinds. In recent history, a photo taken by an unknown cameraman with a disfigured girl standing over a decayed corpse has become the staple ‘look’ of The Orphan; the original photo is currently being stored in the Nal'tor Museum of Mystery. Copies of this photo have been repurposed by the propaganda industries on all sides, hoping to scare off would-be deserters and traitors.
 
*'''Sham'Rrihay (Wind Demon):''' described as a massive bald, dark-red creature the size of ten ships. He is most remembered in a tale recounting the creation of Sana Sahira. According to this legend, Sham’Rrihay was a gigantic wind demon that could blow cities apart with a single flap of his mighty wings. However, one day, a priest of S’rrendar challenged the demon to blow the stars out of the skies if he is so great. The demon tried again and again but failed each time, eventually, frustrated, he flew up towards the stars to snuff them out with his own claws and was never seen again. While this myth clearly outlines the demon’s death, stories of his existence persisted afterward. According to these tales, he returns to Adhomai as a ghastly specter, calling together a massive Sham’tyr host which flies through the skies, eating anyone unlucky enough to wander the frozen forests and plains without a torch.
 
*'''Cae'rrin:''' a shape-changer, this one is described as malicious. These shape-shifting creatures are described as “Furless Tajara” who use all four of their limbs to move about, with bones protruding from their body. They are said to snatch babes from their cribs and replace them with their own. Those children given by the Cae'rrin are described as quiet, intelligent, and well-behaved but also seemingly cold, unfeeling, and unempathetic. It is said that once such a child reaches the age of 16 it’ll devour both its parents and fly off into the night, to join its real parents. Today we know it is most likely vilification of the [[Tajaran_Ethnicities#Notable_Disorders|Hakh'jar]] disability.
 
*'''Raskaren:''' ancient Tajara myths describe pale figures reflecting in the moonlight of Raskara, unable to walk in the sun without the cover of shade these beasts drink blood, perform debaucherous acts, and enslave young Tajara maidens to their bidding, they are called "Children of the Moon". This myth has most likely originated from anti-noble sentiments of the time. Nobles having spent most of their time in castles usually had paler, sleeker-looking fur, some theories circulate that it is also a demonization of the M'sai, who used to function as the enforcer class for the Njarir. It continues to be perpetuated today, the [[Free Tajaran Council]], in particular, enjoys using this comparison and the word has been considered illegal in territories of NKA.
 
*'''Tajani:''' roughly translated to "Short People", the Tajani are described as tiny, elderly Tajara. Usually dressed casually, smoking a pipe, they serve most often as guardians of nature and homes. In common folklore, they're depicted as good-willed but wary of tall folk who have wronged nature so many times. If they catch someone not showing proper respect, they cast spells of forgetting on them to get them lost in the forests. Tajara children have fun building Tajani snowmen or small huts for them to live in. Hand-carved Tajani charms are said to bring good luck and so many adopt them into their trinket repertoire.
 
*'''Ratajani:''' short, ugly, stump-tailed, and often of varying neon colors, the Ratajani, roughly translated to "Bad Short People", are an evil twist on the Tajani folklore. Their nature or purpose is not exactly defined, they're usually titled as ugly, greedy, and the reason for why small bad and unlucky things happen. Faulted for spoiling milk, letting out livestock, making you bump your toes, and sudden emergence of bad smells, the Ratajani seem like an ultimate scapegoat. Misbehaving children are usually compared to Ratajani, but recently with the influence of foreign races, Tajara have come to use it as a slur to describe Skrell.
 
*'''Pan-Ahran:''' ''“You are one, Three and Two, He is Here, Five and Four, Here He Comes, Seven and Six, You are Gone, None, Pan-Ahran!"''. This well-known nursery rhyme, prevalent mainly on the continent of Das'nrra, had been sung by children since the early Njarir period. Its meaning is insidiously rooted inside a story that speaks of a Pan-Ahran a malicious ghostly figure, which would lurk inside mirrors waiting for an invitation. After being invited, the being would answer three questions for the Tajara’s soul. There has been a heated debate in historical circles about the figure’s origins. One side argues that it’s a metaphor for vanity, while a secondary theory posits that it warns of questioning the Njarir rulers. However, neither side can explain why the figure is always depicted as a shrouded figure standing in a dead field of grass, pointing at the viewer.
 
*'''Bolfurrrr:''' most myths serve to teach a lesson or make an example out of someone, the story of Bolfurrrr exemplifies this. Bolfurrrr is described as a fat round Tajara, with large legs, a big nose, big ears, small eyes, and two too many R’s in his name. He’s characterized as a jolly, well-meaning figure that causes mischief and trouble through his unfortunate incompetency. Adapted into film, later on, Bolfurrrr has become a household icon and the pinnacle of early Tajara satirical humor. With shorts such as “Bolfurrrr cooks the army”, “Bolfurrrr gets offensive” or “Bulfurrrr tanks the mechanized division”, Bolfurrrr had become an educational figure for the troops by explaining the various risks and procedures in the army in an entertaining manner.


Throughout the history of Adhomai, the Raskariim was always a secretive religion, living on the edges of society. However, ancient historical and religious texts indicate that during a certain period of the Tajaran history the cult of Raskara had a large influence over the continent of Harr’masir.  
*'''Aghar'mahrk:''' a mythical world that is said to be located in Adhomai’s core. Aghar'mahrk is commonly described as a place of untold wealth and wonders; it is supposedly inhabited by a race of magical Tajara. Legends claim that the entrance is hidden somewhere on the planet’s [[Adhomai#Geographical Poles|poles]], a rumor that was likely inspired by the large tunnels made by the Hma'trra Zivr wormlings in the ice. Several expeditions were launched in the past by the nobility to find and claim the subterranean realm. Because of the failure of the previous endeavors and its obvious status as a legend, most Tajara consider Aghar'mahrk to be nothing but another myth.


Around the year 1600 CE, the empire of Azumah was affected by a succession crisis that resulted in a civil war between several claimants to the throne, rebels, and separatists. Most of Harr’masir soon turned into a lawless hinterland, controlled by bandits and warring princes, which facilitated the resurgence and spread of the faith of the Moon. Many nobles and commoners formally adopted the Raskariim as their official faith, renouncing S’rendarr, Messa, and the deities of Ma’ta’ke. Temples and shrines dedicated to Raskara were built across the land of Harr’masir, and the society descended into debauchery and cruel religious rituals, including the return of ritual murder. It was a common practice for criminals and even armies to raid the colonies and other kingdoms such as the isle of Amohda, still untouched by the Raskariim.
*'''Meteoric Weapons:''' since the Tajaran pre-history, meteoric iron has been considered magical by the Tajara. Meteors were believed to be divine gifts sent to the mortals by the Gods. The pre-contact nobility highly prized weapons made with meteoric iron. Archeologists theorize that this fascination was caused by the pre-historic Tajara witnessing a large impact event.


The Parivara, distressed by the growth of the Raskariim, requested that the kingdoms and empires of Adhomai act against Harr’masir. An alliance between several monarchs and noble houses, led by the kingdom of Kaltir, organized a massive military campaign to invade the continent. The expedition landed on Baltor and marched to the interior of the country, defeating the drunken and splintered warring princes easily. Hunting down criminals and pirates, destroying temples, and killing countless warlocks and followers of Raskara.
==Occultism==


It was a resounding victory that sent the Raskariim fleeing into obscurity. The cult was considered utterly defeated by the nobility at the time, with many believing that it would never rise again. Unfortunately, this attitude would prove to be a mistake as it allowed the cult to rise again hundreds of years later, now with a much friendlier and adaptive attitude to the modern Tajaran lifestyle and mindset. But where Raskara goes those capable of fighting it follow, and the renewed Kin of S'rendarr.
Because of rampant superstition and inclination towards oral tradition, the occult always had a long relationship with the Tajara. Since time immemorial, mystics, fortune-tellers, soothsayers, alchemists, and healers have existed in the Tajaran society. These practitioners of the occult had a mixed relationship with the population and the clergy; sometimes they were seen as blessed by the gods to perform miracles and other times they were condemned to death for allegedly having a pact with Raskara. As the church lost most of its temporal power to the Njarir’Akhran monarchies during the Steeple Age, the presence of occultists in the courts steadily increased. Some Kings dared to have their own court magicians or even entire cabals of mystics. Before the first contact, many nobles and Hharar intellectuals were deeply interested in the supernatural. Secret societies and occult organizations were common at that time.  The First Revolution forced these individuals back to the edges of society. The secular - sometimes even atheistic - Hadiist ideology saw the interest in the occult as suspicious behavior. The biggest esoteric organization in modern Tajaran history, the [[Little Adhomai#Society of the Hidden Dusk|Society of the Hidden Dusk]], was forced to flee from Adhomai during Malik Hadii’s ascension to power.


===Kin of S'rendarr===
The Second Revolution and the Armistice was a ray of hope for those who are interested in occultism. Because of the appeal to tradition and religious renaissance brought by the Al’mariists and Royalist ideologies, mystics and occultists now have a higher degree of freedom to operate. While traditional healers and wisemen still exist in Adhomai, more modern occultists have started to appear. In meetings of their secret societies or extranet forums dedicated to urban legends, these Tajara discuss and explore subjects deemed as pseudosciences. It is common for Raskariim to infiltrate and recruit from these circles. Some esoteric concepts - such as the belief that Supreme Commander Nated is a prophet - have slowly started to trickle into Adhomian politics. Current Tajaran occultism draws inspiration from ancient myths, the Ma’ta’ke Gods, Krizamiraeism, and even Raskara’s aspects.


The Kin of S'rendarr is a knightly order of the Parivara church, established during the long-ago Sun Wars.
===Ancient Tajara Theory===
The order itself had fallen out of grace during the later years, its internal hierarchy completely subservient to the Parivara and without any ties to the aristocracy made the ruling classes displeased and suspicious after the Sun Wars ended and the usual bickering between nobles had begun again. Parivara, however, continued their recruiting, and eventually, the amount of armed peasantry outweighed the number of aristocratic knights, leading to the monarchs at the time to enforce strict taxations and tariffs upon the order militant.
Members of the Kin, unable to pay these taxations eventually started leaving the order until a small enough group remained that the aristocrats forgot to enforce this tax at all, leaving the order in irrelevance and unimportance.


The Discovery of humanity, wars, suffering, and corruption have all lifted the Raskariim out of the shadows with Tajara even publicly admitting to being part of such religion.
The Ancient Tajara Theory is an esoteric belief proposing that the pre-historic Tajara were spiritually and technologically more advanced than their modern counterparts. The theory originates from pre-contact occultist societies. Misinterpreting archeological findings that suggest that the Tajara species once inhabited caves, proponents of this idea claim that the Tajara originated from the mythical underground realm known as Aghar'mahrk. They were created by the very primordial forces that shaped the universe, instead of evolving from primitives.
With the governments refusing to address this issue, the Parivara was forced to once again let out their order militant and increase their numbers. An act that has so far gone mostly unnoticed by the factions which expect nothing but neutrality from the Parivara. However, these new investigators have taken to the streets, trying to find and weed out any possible cultists be it with the governments' help or without it.
Shining armor replaced by a heavy coat, a sword with a gun, and zeal with cunning, these new investigators have begun to spread out in all directions.
Curiously enough the New Kingdom had quickly cut out recruitment, imposing previously mentioned taxes and tariffs that other factions have not established.


The investigators of this order usually identify each other with Rosettes depicting S'rendarr orange sun and ritual shillelaghs they carry on their person at all times. The order accepts all Tajara above the age of 15 with the exception of women, mentally or physically handicapped or those born while Raskara, the moon, was at its peak.
According to the theory, the Ancient Tajara were once united by a planet-sprawling empire with its capital in Adhomai's core. The more deranged theories claim that these Tajara had highly advanced technologies - marvels that would rival or surpass what is known today - and even magical powers. However, due to some unknown disaster, the Tajara on the surface were cut off from Aghar'mahrk; the Ancient Tajara then quickly devolved into multiple ethnicities without contact with its homeland. Because of this supernatural origin, the Tajara are considered to be a people of immense untapped potential; the chosen species that will soon conquer its rightful role in the galaxy when the right conditions are met. Conspiracy theories propose that the galactic powers are fully aware of the Ancient Tajara origins and are actively sabotaging the Tajara people to stop them from reclaiming their lost might.


==Myths and Mythological Beings==
Despite its origins, the Ancient Tajara Theory survived the First Revolution; it was later adopted by modern occultists, conspiracy theorists, and Tajaran supremacists. The extranet has become a fertile ground to disseminate these ideas and unite its followers. While still considered a fringe belief by the great majority of the Tajara, the theory has found its supporters among the most radical Adhomian elements. Some [[Democratic People's Republic of Adhomai#Schools_of_Thought|Vanguard Natediists]] have adopted these ideals to legitimize their rabid xenophobia. [[New Kingdom of Adhomai#Schools_of_Thought|Revival Royalists]] incorporated the theory as well to justify the nobility's right to unquestionable rule; they added the narrative that the Njarir'Akhran are the closest race to the Ancient Tajara.
 
===Vadymak===
 
Born as a reaction to the growing secularization and demystification of the Tajaran society, Vadymak is a religious movement seeking to recapture the mystique of the Pre-Contact age. It was originally founded by occultists of commoner origins shortly after the First Revolution. Its members are known as Vadymakiir. It claims that the original Tajaran faith was a worship of nature and its spirit that was suppressed by organized religions; myths, such as the Tajani, are considered to be surviving elements of this primordial belief. Vadymak rejects the concept of Gods as most Tajara know it, instead believing that the universe itself is the divine driving force. The mythical creatures are seen as the protectors and messengers of nature itself. The shift toward industrialization and secularism is allegedly damning the Tajara race to lose its connection with the sacred.
 
One of the main tenets of Vadymak is the belief in magic. Through rituals, Tajara can supposedly invoke a fraction of the universe's shaping energies to perform logic-defying acts. While these powers are usually reserved for healing, protection, and soothsaying, hexes are not unheard of. These rites involve offerings, spoken spells, and drawings depicting Adhomai's fauna and flora. Vadymak is notable for its strictly matriarchal ideals; only women are believed to be able to practice magic. Men are allowed to take part in worship but are ultimately considered to be completely inept in the occult arts. While its covens are independent, no group has attempted to challenge this rule so far. Males attempting to cast spells are ostracized by virtually all practitioners. This dogma is likely linked to the myth of the Saba Yarra.
 
Because of their reverence towards nature, Vadymakiir are more common in the Democratic People's Republic, where they are often aligned with the [[Democratic People's Republic of Adhomai#Schools_of_Thought|Ruralist]] cause. However, they still exist in other nations and even outside of Adhomai. Cities might be considered to be unclean, but some covens are known to dwell in them. The urban members do their best to preserve and expand whatever wilderness still lingers in these places. To survive, they frequently offer their services as mystics and sell good luck charms. The extranet plays an important role in disseminating the faith through discussion forums and chain emails containing curses or blessings. Young Tajara who feel disdain towards modernity are often attracted to this movement. Its member's garments, darker clothes adorned with flowers and branches, are also popular with the younger audience.
 
==Symbols==
 
In a similar manner to the other species, symbols have an important role in Tajara society. Prior to First Contact, much of the symbolism present in works of art had its roots in religion and esotericism. After the Revolution, propaganda and political symbols took the centerpiece. However, amulets and icons are still present in nearly every Tajara home.
[[File:Twinsuns.png|100px|thumb|The Twin Suns Icon.]]
 
===Notable Symbols===
*'''Twin Suns Icon:''' an ancient icon representing Adhomai's suns. While the Church of S'rand'marr claims it was originally a religious symbol, archeological evidence traces its origins to the Tajaran pre-history. The Twin Suns Icon represents auspiciousness, protection, and perseverance. It is commonly found on clothing, weapons, vehicles, and carved on the entrance of homes. When used on flags, it is considered to be a symbol of incontestable rulership.
[[File:Fraternitysymbol.png|100px|thumb|left|The Revival Royalist Ancient Tajara Herald.]]
*'''Ancient Tajara Herald:''' an occultist symbol created by the Society of the Hidden Dusk to portray their esoteric ideals. To give its creation more legitimacy, the Society claimed it was found in ancient relics. The sphere represents Adhomai; its hollow upper section is the surface while the inferior one is Aghar'mahrk. The icon was later adopted by the Njarir'Akhran Renewal Fraternity. The Fraternity added a square to portray the four Tajaran ethnicities and a red drop representing the Njarir'Akhran's supposed link to the Ancient Tajara.
[[File:Badmoonsymbol.png|100px|thumb|right|The Raskara Sigil.]]
*'''Raskara Sigil:''' a symbol used by Raskariim to evoke Raskara's attention during rituals. Due to its affiliation to no particular aspect of Raskara, the icon became widely known outside of the cult. Older Tajara consider the sigil to be highly offensive. In more modern, secular depictions, the Raskara Sigil is a stand-in for evil forces. The real meaning behind the red circle remains highly disputable; some claim it represents the blood of followers killed during the repression of the cult throughout the ages.
 
===Adhomian Divination Cards===
 
Originally created by the Krizamiraeans as a tool of soothsaying, the Adhomian Divination Cards were adopted by occultists and common folk alike. The cards are frequently used to answer specific questions or acquire some insight into the future. Readings are done by having the inquirer shuffle the deck and draw some cards - three or five is the most common number - for the reader to analyze. There is no set interpretation regarding each card's meaning and new ones are frequently added or modified when a notable event occurs. In recent times, Divination Cards also have been used to also play games.
 
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'''Most common cards and their meanings:'''
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*'''D'as'ral Massacre:''' the killing that sparked the First Revolution. This card represents a new start, the beginning of a journey, or the arrival of unexpected news.
 
*'''Mystic:''' a Krizamiraean occultist studying in the darkness of his hideout. This card represents knowledge, innovation, and discovery.
 
*'''Suns' Sisters:''' two suns' sisters standing side by side. This card represents intuition, insight, and healing.
 
*'''Queen:''' a pre-contact royal consort. This card represents creation, family, and abundance.
 
*'''King:''' a pre-contact ruler. This card represents power, authority, and tyranny.
 
*'''Father of the Parivara:''' the leader of the church of the Twin Suns wearing the holy regalia on his throne. This card represents tradition, faith, and stiffness.
 
*'''S'rendal'Matir:''' a marriage between two lovers. This card represents unity, mending, and love.
 
*'''Tank:''' an armored car driving through a battlefield. This card represents confidence, violence, and stubbornness.
 
*'''Enforcer:''' the infamous police forces of the pre-contact nobility. This card represents strength, autonomy, and cruelty.


*'''Saba Yarra:''' a mythical old Tajara woman, usually depicted as wrapped in heavy furs and walking on tree-tall stilts. She used to be associated with seasons and Tajara would collectively gather wooden pyres upon which they would burn a doll in her likeness to celebrate the coming of spring. She is usually described as an evil spirit that freezes hunters who stray too far into the woods and eats children which she first stews in her giant cooker. Two villages in Northern Ras’nrr wish to create an official faith around her as they claim she lives in their woods. However, the suspiciously high amount of stores selling various protective charms, knick-knacks, and dolls built in their village suggests an ulterior motive.
*'''Kraszarrumalkarii:''' the priest of Kraszar who also acts as a storyteller. This card represents solitude, reflection, and meditation.


*'''S'Mara:''' S'Mara (The Orphan) is a malevolent figure appearing in Adhomai folklore and demon stories dating back many centuries. She is always said to be a disabled teenage girl, with a black weapon of some kind, and always seeks to track and kill anyone who is unfaithful to their ways. These people include those who run away from marriages, trade deals, promises, and deserters. [[File:Crpyid.png|300px|thumb|Photograph currently residing in Nal'Tors Museum of Mystery.]] In recent history, a photo taken by an unknown cameraman with a disfigured girl standing over a seemingly rapidly decayed corpse has become the staple ‘look’ of The Orphan, and the original photo is being stored in the Nal’tor Museum of Mystery. Copies of this photo have been circulated by many generals on Adhomai on all sides of the war and is certainly a haunting figure for all would-be deserters. Witnesses to The Orphan’s presence say she gives the feeling of pure apathy as if clouding the mind and making one uncaring of their comrade's deaths. This led to many stories of soldiers saying when they saw the Orphan, they would want to leave the frontline in an act of selfishness, where they would then be killed by her.
*'''Rredouane's Dice:''' the symbol of the God of luck rolling over Adhomai. This card represents fortune, wealth, and destiny.


*'''Paspitami’rran:''' these beings are described as good-willed living trees. Hulking giants walking upon Adhomai compromised of small woodland spirits which actually “pilot” the massive wooden construct. They’re said to be able to change shape, speak all languages and create various magical items. In return only wanting a cup of blood and various foods.
*'''Great Revolution:''' the execution of Njarir nobles during the First Revolution by a firing line. This card represents fairness, responsibility, and order.


*'''Cae’rrin:''' another shape-changer, this one is described as malicious. These shape-shifting creatures are described as “Furless Tajara” who use all four of their limbs to move, bones protruding from their body ready to be used as projectiles against un-suspecting hunters and a gigantic claw in their chest, used for sucking out the spirit of their prey. They are said to snatch babes from their cribs and replace them with their own. Those children given by the Cae’rrin are described as quiet, intelligent, and well behaved but also seemingly cold, unfeeling, and un-empathetic. It is said that once such a child reaches the age of 16 it’ll devour both its parents and fly off into the night, to join its real parents.
*'''Assassin:''' a first civil war revolutionary; some modern representations use Tufir Nazzirai instead. This card represents sacrifice, selflessness, and a new perspective.


*'''Raskaren:''' ancient Tajara myths describe pale figures reflecting in the moonlight of Raskara, unable to walk in the sun without the cover of shade these beasts drink blood, perform debaucherous acts, and enslave young Tajara maidens to their bidding, they are called "Children of the Moon". A myth that has most likely originated from anti-noble sentiments of the time. Nobles having spent most of their time in castles usually had paler, sleeker-looking fur. Scientists do note the close resemblance to the vampire folklore of humanity is quite uncanny, as Raskaren pre-dates human arrival.
*'''Assassination:''' the killing of a pre-contact noble by an assassin; some recent versions use the assassination of President Al'mari instead. This card represents sudden changes, rebirth, and transformation.


*'''Tajani:''' roughly translated to "Short People", the Tajani are described as tiny elderly Tajara, usually dressed casually, smoking a pipe and seem to serve as guardians of nature. They seem to belong to a similar type of creature as Paspitami'rran and been often depicted together, the smaller Tajani often hiding inside the larger Paspitami. In common folklore, they're depicted as good-willed but timid, shy, and generally afraid of mortals but unafraid to use their various magical powers to fight intruders or those who dare harm nature. Spinning Tajara around until they get lost, luring poachers into their own traps, and even cursing Tajara with headaches and bad luck. Often Tajara children have fun in building said Tajani from snow or building them tiny huts to live in. Hand-carved Tajani charms are said to bring good luck and so many adopt them into their trinket repertoire.
*'''Dymtris Line:''' the once mighty royalist defense line. This card represents balance, patience, and resilience.


*'''Ratajani:''' short, ugly, stump-tailed, and often of varying neon colors the Ratajani, roughly translated to(Bad Short People), are an evil twist on the Tajani folklore. Their nature or purpose is not exactly defined, they're usually titled as ugly, greedy, and the reason for why small bad and unlucky things happen. Faulted for spoiling milk, letting out livestock, making you bump your toes, and sudden emergence for bad smells, the Ratajani seem like an ultimate scapegoat. Misbehaving children are usually compared to Ratajani, but recently with the influence of foreign races, Tajara have come to use it as a slur to describe Skrell.
*'''Rrak'narrr:''' the devious cavern geist chewing on its victims' bones. This card represents desires, fear, and passion.


*'''Ghost Cruiser DE-457:''' the myth of ghost ships is prevalent in all societies and Tajara are no exception, thus it’s of no surprise that the myth of a ghost ship would make its way into space. Cruiser DE-457 was to be deployed by the PRA space navy, utilizing the newest wormhole cloaking technology which was to capture light particles and release them behind the ship, turning it virtually invisible. However, it went horribly awry as the witnesses say, according to them the ship did indeed turn invisible for all of twenty seconds before teleporting exactly 89 Centimeters to the right, resulting in the entire crew being superpositioned to the ship’s hull and fusing with it. Curiously most “witnesses” share a common story of being invited to the event through a newspaper advertisement, however, no newspaper articles of that nature have been discovered. Additionally, it’s dubious to think the PRA navy would unveil an experimental piece of technology publicly. Yet many spacers have claimed that indeed if one were to fly alone in the asteroid belts of S’randmarr one would hear the screams and moans of the ghostly ship and surely see it approach.
*'''Steeple:''' the seat of the old government being besieged during the First Revolution; modern depictions show it being destroyed during the Second Civil War. This card represents the end of old habits, catastrophes, and starting over from scratch.


*'''Kihkanorra:''' the history of Tajara is firmly rooted in the various caves of Adhomai and so it is of no surprise that myths about these systems would surface. The most well-known is the myth of the Kihkanorra, “The Behinder”. This creature's description comes most famously from the fairy tale book of Sisters Sinisters. The well-known fairy tale entails a young boy who repeatedly disregards his parents’ warnings and ventures into the caves again and again until he eventually sees the Kihkanorra, the one thing the creature hates the most as it hates its own visage. The passage then reads: “Too late, too little, no running now. Its arms are as long as they need to be, as thin as it wants, he knew not to look, and now he’ll never see again.”. The myth has made a recent resurgence as an exploration of Adhomais caves had begun again and the inherent danger of these abandoned and long-lost caves has made eyes see what was perhaps never there.  
*'''Messa:''' the goddess and blue sun in the Adhomian skies. This card represents hope, dreams, and guidance.


*'''Pan-Ahran:''' ''“You are you, One and Two, He is Here, Three and Four, He is You, Three and Two, You are Gone, None, Pan-Ahran"''. This well-known nursery rhyme, prevalent mainly on the continent of Das'nrra had been sung by children since the early Njarir period. Its meaning is insidiously rooted inside a story that speaks of a Pan-Ahran figure, which would wait until a Tajara had bad-mouthed his neighbors. After that, the Pan-Ahran would steal the Tajara's reflection from the mirror and eventually the Tajara himself. It’s been publicly known that this story was a subtle warning against the then existing M’sai enforcers and the spies they implemented to find “subversive elements”. A small disagreement is led however as the figure doesn’t seem to resemble the enforcers or a Tajara figure at all, instead described as a black hooded figure, standing in the distance, pointing towards the onlooker on a field of dead grass.
*'''Raskara:''' the evil moon in Tajaran mythology. This card represents secrets, mischievousness, and lies.


*'''Bolfurrrr:''' most myths serve to teach a lesson or make an example out of someone, the story of Bolfurrrr exemplifies this. Bolfurrrr is described as a fat round Tajara, with large legs, a big nose, big ears, and small eyes, and two too many R’s in his name. He’s described as a jolly, well-meaning figure that causes mischief and trouble through his unfortunate incompetency. Adapted into a film, Bolfurrrr has started to become a household icon and the pinnacle of early Tajara satirical humor. With such stories as “Bolfurrrr feeds eats the army”, “Bolfurrrr gets starts an offensive” or “Bulfurrrr tanks command the enemy”, Bolfurrrr had inadvertently become an educational figure for the troops, highlighting what they should and should not do. But for many others, the character of Bolfurrrr will forever be associated with a goofy, well-meaning Tajara that just has a streak of bad luck.
*'''S'rendarr:''' the god and yellow sun in the Adhomian skies. This card represents victory, enlightenment, and abundance.


*'''Aghar'mahrk:''' a mythical world that is said to be located in Adhomai’s core. Aghar’mahrk is commonly described as a place of untold wealth and wonders; it is supposedly inhabited by a race of magical Tajara. Legends claim that the entrance is hidden somewhere on the planet’s [[Adhomai#Geographical Poles|poles]], a rumor that was likely inspired by the large tunnels made by the Hma'trra Zivr wormlings in the ice. Several expeditions were launched in the past by the nobility in an attempt to find and claim the subterranean realm. Because of the failure of the previous endeavors and its obvious status as a legend, most Tajara consider Aghar’mahrk to be nothing but another myth.  
*'''Kazarrhaldiye:''' a legendary meteoric iron sword. This card represents justice, retribution, and zealousness.


==Suns Penitent==
*'''Adhomai:''' the Tajaran homeworld basking on the light of the Twin Suns. This card represents the end of a journey, closure, and renewal.
Suns Penitent is a branch of S'rendarr and Messa, officially unassociated or governed by the Parivara. Priding themselves mainly in un-involvement and purely altruistic practices the Suns Penitent boasts a heavy population of over 500 000 registered Tajara, yet their public image is very unpopular.
Originating very recently in 2434 the Suns Penitent have skyrocketed in popularity due to the warring conflicts, they’re purely peaceful and pacifist faction retaining their neutrality.


Their belief sways from the thought that Adhomai and its perpetual conflict exists as a punishment and that the only way to ascend to Messa’s forever is to do as much good as possible. This has given them the necessary manpower in the form of veterans, cripples, widows, and orphans all wounded by the ever-present war.
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Their unpopularity stems from their practices. Every member must forgo addictive substances from drugs, alcohol, and tobacco to even sugar.
All members must at-least once a day try and make someone join in, this results in them going door to door and ringing or knocking on a common household where they’re usually chased off.


And lastly, they’re also known for “Mercy killing” mentally ill people and shell-shocked troops which seem beyond recovery.
All of this has marked them as one of the least popular religious sects.
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[[Category: Religions]]

Latest revision as of 14:03, 6 February 2023

Minor Religions

Raskariim

Raskariim, commonly known as The Cult of Raskara, is a prolific cult on Adhomai. The religion was founded around the same time as the worship of the Twin Suns. While Raskara may seem like a single deity it is in fact split into three aspects, each one leading down a different path and every path subverting something S'rendarr and Messa stand for.

Calling it a cult is in a way a tongue-in-cheek joke for most members; truly the most numerous members of this "cult" are not cultists at all. They are merely rebels, punks, and other subversive elements who wish to go against the mold. The history and background of Raskara provided an excellent way to imprint themselves on the conscience of the Tajara people as something new and something to be afraid of. Clubs and underground metro stations have become the usual hangout for these sorts of people, with the "Lock and Key" club located in Crevus being the most popular. However, unbeknownst to these rebellious youths, there may be a true evil lurking beneath the cover of an anti-establishment movement.

The cults are not against the law per se but the practices and lives these cultists lead usually result in their arrest on other charges. The rural countryside is much harder to police, and those caught usually receive mob justice, be it rebellious youth or genuine cultists. The Parivara titles the Raskariim as heretics of the highest degree and warns that they should be cleansed, re-educated, or eliminated as soon as possible. The recent changes in government and public opinion on working camps have greatly impeded this effort and resulted in a larger amount of Tajara affiliating with this group. The public was becoming more tolerant towards the Raskariim as they were becoming more of an anti-establishment group, however, with the recent events transpiring in Tau Ceti, these efforts were impeded. Many of the more “moderate” members stopped associating with the cult altogether instead of making their own, smaller, less extreme groups.

There are currently 5230 registered members on Adhomai but the number of unregistered cultists might number in the tens of thousands. The famous Vargir Stenovich, the lead singer of the band “Skaam’chirr” (Bloodstorm), identifies himself as a Raskara cultist, a claim which has recently been one of the many reasons why his band has been expelled by all governments of Adhomai, he currently resides in Tau Ceti.

The True Cult

Raskara.png

ATTENTION! While playing a Raskariim, even a real Raskariim, is fine. This does not give you an excuse to self-antag. You still need to follow the rules.

While most Tajara see Raskariim as rowdy teens, washed-up alcoholics, or societal losers with an axe to grind, the truth is much more sinister. Behind the general population that calls themselves the Raskariim, there hides a very real cult that worships the moon’s presence. While believing in magic and rituals is nothing out of the ordinary on Adhomai, the Raskariim rituals often involve other illegal activities, such as murder, drug trafficking, or homosexual fast dancing.

While the top officials are aware of this cult, the general consensus is that outside of the occasional kidnapping or murder, they are a minimal threat and that alerting the public would cause more damage than good, to the fractured Adhomai communities. While one would think the events in Tau Ceti would have sparked a mass wave of arrests, the opposite is true. As it would seem, the Adhomai governments are quite fine with the Raskariim operating on foreign soil. Thus, the only pursuers the Raskariim face as the Kin of S’rrendar, who, for their very loud ways, face hindrance from governments every step of the way.

While there is no official hierarchy in the Raskariim safe for the god Raskara, which is most likely a symbolic role, the cult is split into three groups. These groups seem to be fluid, sometimes members move from one group to another, sometimes they infight, sometimes they cooperate, and other times they operate independently. While a considerable amount of funds has been invested into intelligence gathering, scarce little is known about these groups, or how they operate.

Door and Key

Raskara key.png

“Officer she had not meant it, they must understand, one works and works the husband comes home late and tired, and the kids scream all day, well how is a poor Tajara housewife supposed to unwind?” – confession of Inika Zizer, convicted of adultery in the summer of 2444.

Drinking, eating, drug-taking, and zero restraint in regard to anything and everything, its the most tempting aspect as it eats away at one's decency and undermines the basics of morality. The Door and Key aspect is the most numerous one in regards to members, but this is due to the fact that many members don’t actually know they are part of it. Their rituals take the form of wild dances, copious drinking, and long drug-fueled trips. The fall into the hands of this cult is gradual, and then sudden. Many unaware members end up as chewed-up husks, barely aware, living from event to event. One bottle leads to a keg, a simple cigarette leads to Venusian ecstasy, and one dance leads to a blood ritual. Eventually, these people end up pulling others into this whirl, wanting to share this feeling with others and inadvertently dooming them to eventual deadly burnout.

The few members that seem fully aware of the goings-on usually pass off as sellers, club associates, VIPs, band members, and other socialite figures, never fully taking charge or ownership but taking full charge of the tempo, dance, drinks, food, and other things. Yet these dens tend to be the shortest-lived, as these clubs are easy to find and thus easy to shut down, usually for other illegal activities. Yet, these members always seem to slink away at the correct time, fading away like mist, as if their physical forms were not fully there. Like parasites, they jump from club to club, moving on once they’ve had their fill. The only exception is the club called The Lock in the city of Crevus, which seems to reappear no matter how many times it is shut down.

King of Maggots

Raskara maggot.png

“…so he delivered the package and the next day he woke up with his debt gone. Of course, after that, I had to deposit 200 credits into a different account but thanks to that his wife got her medicine which the doctors said she couldn’t get! But he had to change jobs for his own job to be worked by someone else and then move houses so another could solve the issue with the car and then he, he realized he was living the life of someone else.” - confession of Iliy Al-Tahara, convicted of driving a car without a license in the summer of 2460.

Precious little information is known about this aspect, and outside of their general pattern, much remains a mystery. Similar to the previous aspect, most members seem to be unaware of their membership, or, at least, not aware of how deep their membership goes. But in a sense, it is this cult that requires the most participation from its members. The story is always the same, a Tajara does a small favor for a group that promises to help him out of his issues, something like delivering a package. Once that package is delivered, the person is indeed cured of their ailments, be it work, health, or family, it seems nothing is beyond fixing to this group. However, the Tajara then finds that the package was transporting a bomb and he is now in deep trouble, the blackmail begins and the Tajara is sent on worse and worse errands, each of which carries a reward or a threat. Yet this charade never lasts forever and this pyramid scheme tends to collapse on those participating. Frequently, the investigators find out that while the errand runners would never meet each other, they would frequently be the ones running those errands for each other, creating a strange cycle of assistance and sabotage.

For the organizers, this means continued freedom and no real trail leading back to them. Like maggots after they’re done feasting, they transform into flies and flee the scene. The little intel available usually reveals that members tend to masquerade as loan sharks, bankers, members of the clergy, and even government officials, in general, those one would expect to come to for help. Strangely enough, from time to time Tajara that have been photographed or identified as members are arrested. Yet upon arrest, they’re usually unaware of anything happening and oftentimes have a very strong alibi. Rumors have started circulating about “face stealing”, but the truth is they’re most likely using masks and identity theft to disguise themselves.

The Black Mirror

Raskara mirror.png

They aren’t going to get much from him, he went upstairs as always, he knocks, the Rafamabrain owes him rent for the last three months, he busts in, nobody inside, empty, just weird writing all over the walls.” – confession of Mirin Il-Basil, detained for questioning during an investigation into electronic theft 2443.

While the previous cults have precious little about them, the cult of The Black Mirror is truly enigmatic. Unlike other groups, there doesn’t seem to be a common identifier and the authorities struggle to link members to each other. The most common sign of their activity is when one or more Tajara go missing in the neighborhood, their residences usually filled with occult books, charms, and scrawlings on the walls. The only link known is a reputed “Black Glassed Mirror”, which is a ritual frequently circulated on online message boards as a “Spookybread”. Alongside frequent mentions of a “Mirror through which The Stranger gazes and speaks”, it is most likely that this cult has a significant online presence. Authorities have concluded that the likeliest suspects are hackers, with the “Black Mirror” being a metaphor for computer screens.

Thus the main group’s authorities are instructed to look out for are techies. Hackers, researchers, librarians, and in general those who have access to computers and a drive for knowledge. Still, the question remains why black-tinted mirror shards are found in these apartments. Or why these missing members show up from time to time, in reflections or camera feeds. The Chaniska Reports

Njarir'Akhran Worship

The Njarir'Akhran Worship is considered an extinct religion based on the adoration of the Adhomian monarchs and their lineage as divine beings or avatars of the Tajaran Gods. The faith's origins can be traced back to the Tajaran pre-history when the ruling class was treated as holy. Njarir'Akhran Worship reached its peak during the rule of the Dirrnavirr'Almalik dynasty. Temples and statues were erected all across southern Ras'nrr to celebrate the avatars of the Suns. Sacrifices and games were hosted during holidays to honor the God-kings. The faith's hegemony came to an end with the Migration Period and the ascension of the Church of S'rand'marr, which some claim originated from Njarir worship.

Njarir'Akhran Worship would resurface again during the late Gunpowder age. Taking inspiration from the ancient God-Kings, some ambitious kings claimed to be the manifestations of the Gods. While this caused an uproar among the religious authorities of the time, these claims were deemed to be nothing but another eccentric act of the decadent nobility by the population. Unlike the ancient version, veneration was limited to sumptuous ceremonies proclaiming the monarch’s bloodline to be holy and the construction of large mausoleums to safeguard their bodies for an eventual return. More faithful and reasonable rulers would usually condemn the consecration of their bloodlines upon ascension to the throne. Some dynasties have been sanctified and unsanctified several times throughout the generations. Ultimately, Njarir'Akhran Worship in this period was a sporadic phenomenon linked to the increasing abuses and megalomania of the nobility. The faith slowly declined until it was finally destroyed by the First Revolution. The massacre of most of the nobility proved to all of Adhomai that the Njarir'Akhran were not Gods.

All that remains nowadays of the Njarir'Akhran Worship are ruins, hidden tombs, and surviving religious texts. However, the tradition of associating popular figures - such as Nated, Hotak, and Hro'rammhad - with deities is still alive.

Krizamiraeism

Krizamiraeism is an ancient Tajara religion that originated in the Adhomian Pre-History. Unlike Ma’ta’ke and the church of S'rand'marr, Krizamiraeans did not believe that the Suns were deities. Instead, the sect believed that Adhomai was a prison built in a lower plane by malicious figures that would manifest themselves in the sky as the S’rendarr and Messa. The Tajara were considered to be higher beings, also known as Krizamir, that were captured by the two mischievous false deities and trapped in limited physical bodies. Krizamiraeism preached the material world as purposedly built to torture and mislead its inhabitants. Escaping to elevated planes was the main pursuit of the followers of this faith; something that was only thought possible through a secret magical ritual.

Krizamiraeans would study mystical texts, travel around to speak with other faithful, and lead ascetic lifestyles in search of the fabled ritual. Most of their ceremonies involved large gatherings to discuss their findings and perform sacrifices during the practice of magic. Because of their instance towards the Suns, they were violently persecuted after the rise of the Incarnate. As their number dwindled, the Krizamiraeans would become more recluse and paranoid. The communal assemblies were replaced by recluse Tajara studying in private and refusing to share anything with their peers. Later writings would claim that the Njarir’Akhran were agents of the Suns sent to stop anyone from escaping Adhomai.

After centuries of persecution, Krizamiraeism vanished during the early Gunpowder Age. Its existence is only known through texts preserved in the libraries of Sana Sahira and Olska. Despite their fate, Krizamiraeans' ideas and interest in magic would influence mystics and occultists throughout history.

Myths and Mythological Beings

  • Saba Yarra: a mythical old Tajara woman, usually depicted as wrapped in heavy furs and walking on thin stilts the height of trees. She was a popular folkloric figure who marked the shifting of seasons, as at the end of winter a pyre would be assembled in the village, upon which an effigy in her likeness would be burned. She is usually described as a malevolent entity that would capture children who strayed into the woods and steams them in her cooker. A village in the Din'akk Mountains wishes to create an official faith around her, as they claim she is a deity within their forests. This suggestion has been repeatedly denied, much to the dismay of the souvenir sellers.
Supposed photo of the S'mara. Currently residing in Nal'Tor Museum of Mystery.
  • S'Mara (The Orphan): a vengeful spirit appearing in Adhomai folklore and stories dating back many centuries. She is always described as a one-handed young girl, with a black-bladed tool of some kind. In all her stories, she appears as a pursuer, hunting down oathbreakers and traitors of all kinds. In recent history, a photo taken by an unknown cameraman with a disfigured girl standing over a decayed corpse has become the staple ‘look’ of The Orphan; the original photo is currently being stored in the Nal'tor Museum of Mystery. Copies of this photo have been repurposed by the propaganda industries on all sides, hoping to scare off would-be deserters and traitors.
  • Sham'Rrihay (Wind Demon): described as a massive bald, dark-red creature the size of ten ships. He is most remembered in a tale recounting the creation of Sana Sahira. According to this legend, Sham’Rrihay was a gigantic wind demon that could blow cities apart with a single flap of his mighty wings. However, one day, a priest of S’rrendar challenged the demon to blow the stars out of the skies if he is so great. The demon tried again and again but failed each time, eventually, frustrated, he flew up towards the stars to snuff them out with his own claws and was never seen again. While this myth clearly outlines the demon’s death, stories of his existence persisted afterward. According to these tales, he returns to Adhomai as a ghastly specter, calling together a massive Sham’tyr host which flies through the skies, eating anyone unlucky enough to wander the frozen forests and plains without a torch.
  • Cae'rrin: a shape-changer, this one is described as malicious. These shape-shifting creatures are described as “Furless Tajara” who use all four of their limbs to move about, with bones protruding from their body. They are said to snatch babes from their cribs and replace them with their own. Those children given by the Cae'rrin are described as quiet, intelligent, and well-behaved but also seemingly cold, unfeeling, and unempathetic. It is said that once such a child reaches the age of 16 it’ll devour both its parents and fly off into the night, to join its real parents. Today we know it is most likely vilification of the Hakh'jar disability.
  • Raskaren: ancient Tajara myths describe pale figures reflecting in the moonlight of Raskara, unable to walk in the sun without the cover of shade these beasts drink blood, perform debaucherous acts, and enslave young Tajara maidens to their bidding, they are called "Children of the Moon". This myth has most likely originated from anti-noble sentiments of the time. Nobles having spent most of their time in castles usually had paler, sleeker-looking fur, some theories circulate that it is also a demonization of the M'sai, who used to function as the enforcer class for the Njarir. It continues to be perpetuated today, the Free Tajaran Council, in particular, enjoys using this comparison and the word has been considered illegal in territories of NKA.
  • Tajani: roughly translated to "Short People", the Tajani are described as tiny, elderly Tajara. Usually dressed casually, smoking a pipe, they serve most often as guardians of nature and homes. In common folklore, they're depicted as good-willed but wary of tall folk who have wronged nature so many times. If they catch someone not showing proper respect, they cast spells of forgetting on them to get them lost in the forests. Tajara children have fun building Tajani snowmen or small huts for them to live in. Hand-carved Tajani charms are said to bring good luck and so many adopt them into their trinket repertoire.
  • Ratajani: short, ugly, stump-tailed, and often of varying neon colors, the Ratajani, roughly translated to "Bad Short People", are an evil twist on the Tajani folklore. Their nature or purpose is not exactly defined, they're usually titled as ugly, greedy, and the reason for why small bad and unlucky things happen. Faulted for spoiling milk, letting out livestock, making you bump your toes, and sudden emergence of bad smells, the Ratajani seem like an ultimate scapegoat. Misbehaving children are usually compared to Ratajani, but recently with the influence of foreign races, Tajara have come to use it as a slur to describe Skrell.
  • Pan-Ahran: “You are one, Three and Two, He is Here, Five and Four, Here He Comes, Seven and Six, You are Gone, None, Pan-Ahran!". This well-known nursery rhyme, prevalent mainly on the continent of Das'nrra, had been sung by children since the early Njarir period. Its meaning is insidiously rooted inside a story that speaks of a Pan-Ahran a malicious ghostly figure, which would lurk inside mirrors waiting for an invitation. After being invited, the being would answer three questions for the Tajara’s soul. There has been a heated debate in historical circles about the figure’s origins. One side argues that it’s a metaphor for vanity, while a secondary theory posits that it warns of questioning the Njarir rulers. However, neither side can explain why the figure is always depicted as a shrouded figure standing in a dead field of grass, pointing at the viewer.
  • Bolfurrrr: most myths serve to teach a lesson or make an example out of someone, the story of Bolfurrrr exemplifies this. Bolfurrrr is described as a fat round Tajara, with large legs, a big nose, big ears, small eyes, and two too many R’s in his name. He’s characterized as a jolly, well-meaning figure that causes mischief and trouble through his unfortunate incompetency. Adapted into film, later on, Bolfurrrr has become a household icon and the pinnacle of early Tajara satirical humor. With shorts such as “Bolfurrrr cooks the army”, “Bolfurrrr gets offensive” or “Bulfurrrr tanks the mechanized division”, Bolfurrrr had become an educational figure for the troops by explaining the various risks and procedures in the army in an entertaining manner.
  • Aghar'mahrk: a mythical world that is said to be located in Adhomai’s core. Aghar'mahrk is commonly described as a place of untold wealth and wonders; it is supposedly inhabited by a race of magical Tajara. Legends claim that the entrance is hidden somewhere on the planet’s poles, a rumor that was likely inspired by the large tunnels made by the Hma'trra Zivr wormlings in the ice. Several expeditions were launched in the past by the nobility to find and claim the subterranean realm. Because of the failure of the previous endeavors and its obvious status as a legend, most Tajara consider Aghar'mahrk to be nothing but another myth.
  • Meteoric Weapons: since the Tajaran pre-history, meteoric iron has been considered magical by the Tajara. Meteors were believed to be divine gifts sent to the mortals by the Gods. The pre-contact nobility highly prized weapons made with meteoric iron. Archeologists theorize that this fascination was caused by the pre-historic Tajara witnessing a large impact event.

Occultism

Because of rampant superstition and inclination towards oral tradition, the occult always had a long relationship with the Tajara. Since time immemorial, mystics, fortune-tellers, soothsayers, alchemists, and healers have existed in the Tajaran society. These practitioners of the occult had a mixed relationship with the population and the clergy; sometimes they were seen as blessed by the gods to perform miracles and other times they were condemned to death for allegedly having a pact with Raskara. As the church lost most of its temporal power to the Njarir’Akhran monarchies during the Steeple Age, the presence of occultists in the courts steadily increased. Some Kings dared to have their own court magicians or even entire cabals of mystics. Before the first contact, many nobles and Hharar intellectuals were deeply interested in the supernatural. Secret societies and occult organizations were common at that time. The First Revolution forced these individuals back to the edges of society. The secular - sometimes even atheistic - Hadiist ideology saw the interest in the occult as suspicious behavior. The biggest esoteric organization in modern Tajaran history, the Society of the Hidden Dusk, was forced to flee from Adhomai during Malik Hadii’s ascension to power.

The Second Revolution and the Armistice was a ray of hope for those who are interested in occultism. Because of the appeal to tradition and religious renaissance brought by the Al’mariists and Royalist ideologies, mystics and occultists now have a higher degree of freedom to operate. While traditional healers and wisemen still exist in Adhomai, more modern occultists have started to appear. In meetings of their secret societies or extranet forums dedicated to urban legends, these Tajara discuss and explore subjects deemed as pseudosciences. It is common for Raskariim to infiltrate and recruit from these circles. Some esoteric concepts - such as the belief that Supreme Commander Nated is a prophet - have slowly started to trickle into Adhomian politics. Current Tajaran occultism draws inspiration from ancient myths, the Ma’ta’ke Gods, Krizamiraeism, and even Raskara’s aspects.

Ancient Tajara Theory

The Ancient Tajara Theory is an esoteric belief proposing that the pre-historic Tajara were spiritually and technologically more advanced than their modern counterparts. The theory originates from pre-contact occultist societies. Misinterpreting archeological findings that suggest that the Tajara species once inhabited caves, proponents of this idea claim that the Tajara originated from the mythical underground realm known as Aghar'mahrk. They were created by the very primordial forces that shaped the universe, instead of evolving from primitives.

According to the theory, the Ancient Tajara were once united by a planet-sprawling empire with its capital in Adhomai's core. The more deranged theories claim that these Tajara had highly advanced technologies - marvels that would rival or surpass what is known today - and even magical powers. However, due to some unknown disaster, the Tajara on the surface were cut off from Aghar'mahrk; the Ancient Tajara then quickly devolved into multiple ethnicities without contact with its homeland. Because of this supernatural origin, the Tajara are considered to be a people of immense untapped potential; the chosen species that will soon conquer its rightful role in the galaxy when the right conditions are met. Conspiracy theories propose that the galactic powers are fully aware of the Ancient Tajara origins and are actively sabotaging the Tajara people to stop them from reclaiming their lost might.

Despite its origins, the Ancient Tajara Theory survived the First Revolution; it was later adopted by modern occultists, conspiracy theorists, and Tajaran supremacists. The extranet has become a fertile ground to disseminate these ideas and unite its followers. While still considered a fringe belief by the great majority of the Tajara, the theory has found its supporters among the most radical Adhomian elements. Some Vanguard Natediists have adopted these ideals to legitimize their rabid xenophobia. Revival Royalists incorporated the theory as well to justify the nobility's right to unquestionable rule; they added the narrative that the Njarir'Akhran are the closest race to the Ancient Tajara.

Vadymak

Born as a reaction to the growing secularization and demystification of the Tajaran society, Vadymak is a religious movement seeking to recapture the mystique of the Pre-Contact age. It was originally founded by occultists of commoner origins shortly after the First Revolution. Its members are known as Vadymakiir. It claims that the original Tajaran faith was a worship of nature and its spirit that was suppressed by organized religions; myths, such as the Tajani, are considered to be surviving elements of this primordial belief. Vadymak rejects the concept of Gods as most Tajara know it, instead believing that the universe itself is the divine driving force. The mythical creatures are seen as the protectors and messengers of nature itself. The shift toward industrialization and secularism is allegedly damning the Tajara race to lose its connection with the sacred.

One of the main tenets of Vadymak is the belief in magic. Through rituals, Tajara can supposedly invoke a fraction of the universe's shaping energies to perform logic-defying acts. While these powers are usually reserved for healing, protection, and soothsaying, hexes are not unheard of. These rites involve offerings, spoken spells, and drawings depicting Adhomai's fauna and flora. Vadymak is notable for its strictly matriarchal ideals; only women are believed to be able to practice magic. Men are allowed to take part in worship but are ultimately considered to be completely inept in the occult arts. While its covens are independent, no group has attempted to challenge this rule so far. Males attempting to cast spells are ostracized by virtually all practitioners. This dogma is likely linked to the myth of the Saba Yarra.

Because of their reverence towards nature, Vadymakiir are more common in the Democratic People's Republic, where they are often aligned with the Ruralist cause. However, they still exist in other nations and even outside of Adhomai. Cities might be considered to be unclean, but some covens are known to dwell in them. The urban members do their best to preserve and expand whatever wilderness still lingers in these places. To survive, they frequently offer their services as mystics and sell good luck charms. The extranet plays an important role in disseminating the faith through discussion forums and chain emails containing curses or blessings. Young Tajara who feel disdain towards modernity are often attracted to this movement. Its member's garments, darker clothes adorned with flowers and branches, are also popular with the younger audience.

Symbols

In a similar manner to the other species, symbols have an important role in Tajara society. Prior to First Contact, much of the symbolism present in works of art had its roots in religion and esotericism. After the Revolution, propaganda and political symbols took the centerpiece. However, amulets and icons are still present in nearly every Tajara home.

The Twin Suns Icon.

Notable Symbols

  • Twin Suns Icon: an ancient icon representing Adhomai's suns. While the Church of S'rand'marr claims it was originally a religious symbol, archeological evidence traces its origins to the Tajaran pre-history. The Twin Suns Icon represents auspiciousness, protection, and perseverance. It is commonly found on clothing, weapons, vehicles, and carved on the entrance of homes. When used on flags, it is considered to be a symbol of incontestable rulership.
The Revival Royalist Ancient Tajara Herald.
  • Ancient Tajara Herald: an occultist symbol created by the Society of the Hidden Dusk to portray their esoteric ideals. To give its creation more legitimacy, the Society claimed it was found in ancient relics. The sphere represents Adhomai; its hollow upper section is the surface while the inferior one is Aghar'mahrk. The icon was later adopted by the Njarir'Akhran Renewal Fraternity. The Fraternity added a square to portray the four Tajaran ethnicities and a red drop representing the Njarir'Akhran's supposed link to the Ancient Tajara.
The Raskara Sigil.
  • Raskara Sigil: a symbol used by Raskariim to evoke Raskara's attention during rituals. Due to its affiliation to no particular aspect of Raskara, the icon became widely known outside of the cult. Older Tajara consider the sigil to be highly offensive. In more modern, secular depictions, the Raskara Sigil is a stand-in for evil forces. The real meaning behind the red circle remains highly disputable; some claim it represents the blood of followers killed during the repression of the cult throughout the ages.

Adhomian Divination Cards

Originally created by the Krizamiraeans as a tool of soothsaying, the Adhomian Divination Cards were adopted by occultists and common folk alike. The cards are frequently used to answer specific questions or acquire some insight into the future. Readings are done by having the inquirer shuffle the deck and draw some cards - three or five is the most common number - for the reader to analyze. There is no set interpretation regarding each card's meaning and new ones are frequently added or modified when a notable event occurs. In recent times, Divination Cards also have been used to also play games.

Most common cards and their meanings:

  • D'as'ral Massacre: the killing that sparked the First Revolution. This card represents a new start, the beginning of a journey, or the arrival of unexpected news.
  • Mystic: a Krizamiraean occultist studying in the darkness of his hideout. This card represents knowledge, innovation, and discovery.
  • Suns' Sisters: two suns' sisters standing side by side. This card represents intuition, insight, and healing.
  • Queen: a pre-contact royal consort. This card represents creation, family, and abundance.
  • King: a pre-contact ruler. This card represents power, authority, and tyranny.
  • Father of the Parivara: the leader of the church of the Twin Suns wearing the holy regalia on his throne. This card represents tradition, faith, and stiffness.
  • S'rendal'Matir: a marriage between two lovers. This card represents unity, mending, and love.
  • Tank: an armored car driving through a battlefield. This card represents confidence, violence, and stubbornness.
  • Enforcer: the infamous police forces of the pre-contact nobility. This card represents strength, autonomy, and cruelty.
  • Kraszarrumalkarii: the priest of Kraszar who also acts as a storyteller. This card represents solitude, reflection, and meditation.
  • Rredouane's Dice: the symbol of the God of luck rolling over Adhomai. This card represents fortune, wealth, and destiny.
  • Great Revolution: the execution of Njarir nobles during the First Revolution by a firing line. This card represents fairness, responsibility, and order.
  • Assassin: a first civil war revolutionary; some modern representations use Tufir Nazzirai instead. This card represents sacrifice, selflessness, and a new perspective.
  • Assassination: the killing of a pre-contact noble by an assassin; some recent versions use the assassination of President Al'mari instead. This card represents sudden changes, rebirth, and transformation.
  • Dymtris Line: the once mighty royalist defense line. This card represents balance, patience, and resilience.
  • Rrak'narrr: the devious cavern geist chewing on its victims' bones. This card represents desires, fear, and passion.
  • Steeple: the seat of the old government being besieged during the First Revolution; modern depictions show it being destroyed during the Second Civil War. This card represents the end of old habits, catastrophes, and starting over from scratch.
  • Messa: the goddess and blue sun in the Adhomian skies. This card represents hope, dreams, and guidance.
  • Raskara: the evil moon in Tajaran mythology. This card represents secrets, mischievousness, and lies.
  • S'rendarr: the god and yellow sun in the Adhomian skies. This card represents victory, enlightenment, and abundance.
  • Kazarrhaldiye: a legendary meteoric iron sword. This card represents justice, retribution, and zealousness.
  • Adhomai: the Tajaran homeworld basking on the light of the Twin Suns. This card represents the end of a journey, closure, and renewal.